Thrumdor Sixth Level Clerical Spells

Clerics of Thrumdor receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces. Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
ANIMATE RANGE: 100'+10'/LEVEL
THRUMDOR 6 DURATION: I ROUND/LEVEL
  This spell allows the caster to animate objects that are normally inanimate, such that they may move and even appear to be alive. Objects to be animated may not be in the possession (worn or carried) of any creature, and must be non-magical in nature. The caster can animate one object per level, up to a maximum of 25 lbs. per caster level (i.e. 300 lbs. at 12th level, 325 lbs. at 13th level, and so on).   Such objects are normally used to attack the enemies of the caster, and the GM must rule on their effectiveness in combat. In general, animated objects attack using the same attack bonus as the caster. Small or lightweight objects do no more than 1d4 damage per hit, while larger and/or heavier objects do 1d6 or 1d8 (at the GM's discretion). As a special case, weapons which are animated do damage using the normal die roll for the type, but only up to a maximum 1d8. Animated objects have a movement rate of 10', and generally must move in contact with the ground (walking, hopping, slithering, or bouncing, however seems most appropriate to the GM).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
BLADE BARRIER RANGE: 90'
THRUMDOR 6 DURATION: I ROUND/LEVEL
  This spell creates a barrier of flying, spinning, flashing blades. The caster may choose a barrier up to 20' high which extends up to 20' long per level of caster, or a ring-shaped barrier up to 20' high with a radius of up to 5' per each two full caster levels (so 30' at level 12 or 13, 35' at level 14 or 15, and so on).   Should any creature pass through the wall, it suffers 1d6 points of damage per caster level, with a maximum damage of 15d6. A successful save vs. Death Ray reduces damage by half.   The caster may choose to conjure the wall in an area where creatures are already located; if this is done, all such creatures are harmed as if they passed through the wall, but a successful save vs. Death Ray in this case indicates that the creature has avoided all damage by jumping to one side or the other of the wall as chosen by the creature.   Any ranged attacks passing through a blade barrier suffer a penalty of -4 on the attack roll.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
EARTHQUAKE RANGE: 400'+40'/LEVEL
THRUMDOR 6 DURATION: 1 ROUND
  When cast, this spell causes a powerful, but localized, earthquake that is 10 feet in diameter per caster level. The shock of the quake will knock down creatures, topple plants, collapse structures, open cracks in the earth, and more. The effect lasts for one round, during which creatures in the affected area cannot move or act. The earthquake affects everything touching the ground in the affected area. The specific effect depends on the type of terrain where the spell is cast:
  • Cave, cavern, tunnel: Causes the roof to collapse causing 8d6 damage to everyone in the affected area (save vs. Petrify for half damage), pinning all creatures beneath the rubble. Small rooms and tunnels become completely filled.
  • Cliff: Causes a landslide. Any creatures in the path take 8d6 damage (save vs. Petrify for half damage), pinning all creatures beneath the rubble.
  • Open ground: All creatures in the area must save vs. Petrify or fall to the ground. Fissures open up and all creatures in the area have a 1 in 4 chanceĀ of falling in (save vs. Death Ray to avoid). After the end of the spell, the fissures close up, killing anything that fell in.
  • Structures: Any structures directly touching the affected ground take 100 points of damage, ignoring hardness. If this causes the structure to collapse, anyone trapped inside takes 8d6 damage (save vs. Petrify for half damage) and is pinned beneath the rubble.
  • River, lake, marsh: Fissures in the bottom drain the water away, resulting in a muddy quicksand-like surface to remain. All creatures in the affected area must save vs. Death Ray or be stuck. After the end of the spell, the surrounding water rushes back in, potentially drowning any creatures stuck in the mud.
Any creature pinned by rubble takes 1d6 points of non-lethal damage per minute until rescued or they fall unconscious. Once unconscious, they take 1d6 points of lethal damage per minute until they are rescued or die.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
FIND THE PATH RANGE: TOUCH
THRUMDOR 6 DURATION: 1 TURN/LEVEL
  This spell grants the caster, or another subject the caster touches, the ability to find the best and shortest route to a destination selected by the caster. The caster must have some knowledge about the location; any location the caster has ever visited can be so located, as well as locations described to the caster. Even knowing the name of a location (if it has a name) is enough for this spell to function.   This spell works as well indoors or even underground as it does in the outdoors. However, find the path works with respect to locations, not objects or creatures. It can only lead someone to a destination that is on the same plane of existence as the caster when cast; this can be very limiting if the caster (and subject if any) is in a closed or pocket universe of some kind.   The subject can sense the approximate direction of the destination, but also knows the best path to get there, sensing each turning and knowing which paths or corridors to follow when choices appear (but not sooner, unfortunately). The spell even overcomes things such as secret doors, which the subject will sense and know how to open, and grants the knowledge of passwords or codes at the correct moments.   Note that the spell will always choose the best path. For example, if the shortest way requires the use of a key which the subject does not have, the spell will choose a different, probably longer way if possible. If this is not possible, the subject will be led to the locked door and will understand that they must find a way to pass through on their own.   The spell ends when the subject arrives at the destination or when the duration expires, whichever comes first. If the duration expires before arrival, the subject may still remember the approximate direction to the destination but will no longer know the way   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
HEAL RANGE: TOUCH
THRUMDOR 6 DURATION: PERMANENT
  This spell enables the caster to almost totally cure wounds, diseases, and other afflictions of a single living creature. With a touch the caster cures blindness, deafness, confusion, disease, feeblemind, choking, nausea, and poison. All but 1d4 hit points are restored to the subject, if it has any injuries. Ability points losses are fully restored, if and only if those losses would be recoverable without this spell; permanent losses to ability scores are not recovered. Energy drain is also not affected by this spell. Heal and harm normally only affect living creatures.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
MOVE EARTH RANGE: 400'
THRUMDOR 6 DURATION: 1 ROUND/LEVEL
  This spell moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The spell can move up to one 150-ft square (up to 10 ft deep) per round.   This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.   The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.   This spell has no effect on earth creatures.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
REGENERATE RANGE: TOUCH
THRUMDOR 6 DURATION: PERMANENT
  This is the most powerful of healing spells, able to cause lost or destroyed body parts, even internal organs, of a living creature to grow back and heal. Severed body parts can be put back in place and will reattach fully in a round (or one round per body part if multiple parts are to be reattached), but regrowing any number of lost body parts requires a full turn. In addition, the spell heals 3d8 points of damage just as if it were a normal cure wounds spell.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
RESTORATION RANGE: TOUCH
THRUMDOR 6 DURATION: PERMANENT
  Each casting of the spell removes a single negative level from a creature who has suffered energy drain. At 16th level, two negative levels may be removed. See the rules for Energy Drain (in the Encounter section on page 58) for more details.   Alternately, this spell can be used to restore drained ability score points. If applied to a character who has temporarily lost ability points, it will restore up to 2d4 lost points to any one drained ability immediately. If applied to a character who has suffered permanent loss of ability points, 1 point can be restored.   This spell cannot restore any levels lost permanently.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
UNDEATH TO DEATH RANGE: 240'
THRUMDOR 6 DURATION: INSTANTANEOUS
  This spell functions exactly as the death spell, except that it affects undead creatures rather than living creatures.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
WORD OF RECALL RANGE: SELF(SPECIAL)
THRUMDOR 6 DURATION: INSTANTANEOUS
  With the utterance of a single word this spell transports the caster to a place of refuge which they designate when preparing the spell. The place must be Known Well (as explained for teleport) to the caster to be so designated. This spell cannot transport the caster beyond their current plane of existence.   The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster).   Unwilling creatures cannot be transported by this spell, nor can items in their possession. If the caster or one of their passengers is holding an object that is also being held by an unwilling creature, the latter can retain possession of the object with a successful save vs. Spells.